You're not logged in | Login / Register | News Filter | Submit News

Sagat's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 4:18 p.m. PDT


Sagat's Frame Data Street Fighter X Tekken v2013


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Far LP H 30 5 2 7 +7 +3 SM,EX,SA,CA -
Far MP H 60 10 4 15 +2 -2 - -
Far HP H 90 10 3 20 +2 -2 - -
Far LK H 30 5 4 9 +5 +3 - -
Far MK H 60 9 3 16 +2 -2 - -
Far HK H 50,40 5 5 21 +1 -4 - -
Close LP H 30 6 3 6 +8 +4 SM,EX,SA,CA -
Close MP H 60 7 4 15 +4 -2 SM,EX,SA,CA forces standing
Close HP H 90 10 3 17 +5 0 - -
Close LK H 20,10 4 4 9 +5 +1 1st hit SM,EX,SA,CA -
Close MK H 40,20 7 4 18 +1 -3 1st hit SM,EX,SA,CA -
Close HK H 50,40 5 5 19 +3 -2 (-4 vs Crouching) - 1st hit forces standing
Crouch LP H 30 3 2 10 +5 +1 SM,EX,SA,CA -
Crouch MP H 60 5 3 12 +6 +2 SM,EX,SA,CA -
Crouch HP H 90 8 3 18 +4 -1 - -
Crouch LK L 30 5 3 9 +5 +1 SM,EX,SA,CA -
Crouch MK L 60 7 3 16 +2 -2 SM,EX,SA,CA -
Crouch HK L 90 8 3 24 sweep knockdown -7 - -
Jump up LP M 40 5 12 until ground+4f +12 +4 - -
Jump up MP M 70 6 4 until ground+4f +16 +5 - -
Jump up HP M 100 7 5 until ground+4f +20 +8 - -
Jump up LK M 40 8 7 until ground+4f +12 +4 - -
Jump up MK M 70 5 6 until ground+4f +16 +5 - -
Jump up HK M 100 7 6 until ground+4f +20 +8 - -
Jump forward LP M 40 7 7 until ground+4f +12 +4 - -
Jump forward MP M 70 11 10 until ground+4f +16 +5 - -
Jump forward HP M 100 7 5 until ground+4f +20 +8 - -
Jump forward LK M 40 7 7 until ground+4f +12 +4 - -
Jump forward MK M 70 7 10 until ground+4f +16 +5 - -
Jump forward HK M 100 7 5 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 120 6 12 44 hard knockdown -34 - Similar to HP Tiger Uppercut, full body invulnerability frames 1-7
Tiger Rage throw 140 5 2 20 hard knockdown - - -
Over the Back Toss throw 140 5 2 20 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Heavy Tiger Elbow M 100 20 5 21 +1 -5 - Forces standing on hit, hard knockdown against airborne foes, ground bounce on crouching Counter Hit
Low Step Kick L 60 16 3 24 0 -3 wiff cancel: SM,EX,SA,CA Staggers standing opponent (+35) on Counter Hit, hard knockdown against airborne foes
High Step Kick H 150 10 4 17 +1 0 - Floats airborne foes
Fake Kick - - - - 13 - - - Input HK between frames 1-3 of standing HK
High Tiger Shot H 75 12 - 30 +1 -4 - Projectile has 1 point of durability, knockdown on airborne foes
High Tiger Shot EX H 50x2 12.0 - 30 knockdown 3.0 - Projectile has 2 points of durability
Low Tiger Shot H 70.0 13.0 - 34.0 -3.0 -9.0 - Projectile has 1 point of durability, knockdown on airborne foes
Low Tiger Shot EX H 50x20 13.0 - 32.0 knockdown 2.0 - Projectile has 2 points of durability
Tiger Uppercut LP H 120(100) 4 8 45 knockdown -40.0 - Full body invulnerability frames 1-4, airborne frames 4-39
Tiger Uppercut MP H 140(110) 5 10 46 knockdown -43.0 - Full body invulnerability frames 1-5, airborne frames 5-43
Tiger Uppercut HP H 150(120) 6 12 44 knockdown -43.0 - Full body invulnerability frames 1-6, airborne frames 6-44
Tiger Uppercut EX H 80,30x4 3 13 48 knockdown -34.0 - Full body invulnerability frames 1-10, airborne frames 8-45
Tiger Knee LK H 70,40 8 14 17 knockdown -8 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, airborne frames 10-24
Tiger Knee MK H 70,50 8 16 18 knockdown -11 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, airborne frames 10-26
Tiger Knee HK H 80,60 8 14 25 knockdown -16 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, airborne frames 10-29
Tiger Knee EX H 30x3
8.0 15 14 wall bounce -3 - Can be Super Charged: 51 frames for Super Art, airborne frames 11-26
Tiger Genocide H 50,30x4,40,20x5 3 11(20)23 47 hard knockdown -42 - 60 frame cinematic freeze before attack begins, full body invulnerability frames 1-5, airborne frames 16-89
Cross Art H 150+ 9 2 50 switch -30 - 73 frame cinematic freeze before attack begins, full body invulnerability frames 1-10

Huge shout out to both Zukku and Street11 for letting us use the frame data.


Comments



Post a comment

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.